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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    I was playing Tibia today and came across this:



    Good to know I'm not the only person to borrow textures from Tibia!

    Posted in: Minecraft Mods
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    posted a message on Draconic Evolution[2.0.1.126]

    Upon further investigation, the Mekanism ore processing ultimately outputs the Draconic Dust. It's the Mekanism smeltery is literally turning your dust into ingots. I'm not sure if it's AOBD doing this or not, but I wanted to point out that's exactly where it's happening.

    Posted in: Minecraft Mods
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    posted a message on Draconic Evolution[2.0.1.126]
    Quote from Neith7»

    I'm not sure if you intended for it to happen but I can now smelt draconium dust into ingots, bypassing the need to craft the blend or use the chest to get to most out of draconium ore.


    It seems like Another One Bites the Dust is treating it like metal ore rather than a gem or dust type of ore.


    If possible, make it so that the ore is treated in the same manner as redstone, lapis, coal, quarts and diamonds. These ores still have ore dictionary values, but can't be smelted, period, by any mod whatsoever, and AOBD doesn't do anything with it either. Instead, you can use things like pulverizers (TE) and enrichment chambers (Mekanism) to increase the output of these items, rather than smeltery like machines.


    That way, players could use machines that process redstone, lapis, quartz, etc with draconic ore to output dust. From there, they use the dust with iron ingots in the normal fashion.


    I'm guessing that because there is also a draconic ingot, AOBD is making the connection from the ore to the ingot, and doing its thing via that.


    My guess is that the easy solution would just to remove the ore dictionary value for the ingot, but I'm not sure if that would be the correct fix in the long run.

    Posted in: Minecraft Mods
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    posted a message on Draconic Evolution[2.0.1.126]

    Suggestion!


    (Ignore this if this has already been implemented in a newer version. Our pack is on an older version, but I wanted to see if this could be implemented by the time we update our pack again.)


    I noticed that draconium ingots, dust and ore do not have ore dictionary values.

    I know it initially seems useless to have ore dictionary values for your ores, ingots and dust, considering that no other mod would have a variation of these ores. However, there are mods out there that use ore dictionary values to do other things.


    One such example is a mod called Another One Bites the Dust. Essentially, what it does is it searches for all ores and ingots that have an ore dictionary value, then creates Mekanism, Thaumcraft, IC2, etc variants of those ores in the forms of, for example, clusters that can be used by Thaumcraft. It's a great mod for modpacks with multiple types of ores, as it allows for things like Tinkers' Construct's ardite and cobalt to be processed by Mekanism's 5x ore processing methods.


    There are other mods out there that do similar functions, I'm sure.


    So, as a request, and to help ensure cross mod compatibility and proper hooks that other mods can utilize, I would like to see ore dictionary values assigned to the ore and ingots.


    oreDraconium, dustDraconium and ingotDraconium would suffice =)


    Also, I would note that your ores and method of making the ingots is more similar to redstone/lapis, since the dust must be combined with iron to return a smeltable item, so I would keep that in mind, as we wouldn't want Mekanism being able to spit out 5 ingots per 1 draconium ore, and instead should be processed in the same way redstone ore is. (I'm not sure how Mekanism and similar mods know the difference, but they do. Probably because there's no redstone ingot...?)


    Either way, I'm not asking that you make your mod's ores and ingots directly compatible with other mods, but rather allow other mods to hook into yours properly.


    Anywho, thanks in advance!

    Posted in: Minecraft Mods
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    posted a message on Chisel 3 [The Dev Releases]
    You're the best! Taking my suggestion and making it a reality just made this mod 100x better. Thanks!



    Here's a screenie of some happy snow golems with happy faces, instead of the scared/sad vanilla one.



    Posted in: Minecraft Mods
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    posted a message on Advanced Genetics RF converter - single block.
    No takers? Simple request that would make custom modpacks able to use only RF AND AG. I have been keeping an eye on the AG thread, but there seems to be no talk/plans for RF support anytime soon. Who knows, this mod could land in an official modpack if you advertise it and keep it simple yet effective.
    Posted in: Requests / Ideas For Mods
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    posted a message on MineMenu - v1.2.0 - Radial menu, 'nuff said
    Is there a permission node for this mod? Players are getting a no access error.
    Posted in: Minecraft Mods
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    posted a message on Advanced Genetics RF converter - single block.
    Simple request - a mod that adds a single block that allows any RF hookup (TE conduits, EnderIO conduits, Universal Cable, etc) which will convert RF to Applied Energistics power. Ideally, this block would just be placed adjacent to any AG machine, as it appears that the included combustion generator can move power to any adjacent AG machine, and thus those machines can move power to AG machines adjacent to them.

    This is a request due to Advanced Genetics for 1.7.10 not (yet) supporting RF. It currently only uses IC2 power (EU).

    There is indeed an API available for AG, and, more specifically, AG power. Can be found at this link by clicking Download API under the 1.7.10 section.

    http://ag.teamdna.de/

    Should be pretty straightforward and will allow custom modpacks that don't use IC2 to be able to use RF with AG (the included AG generators are super super slow >< )

    Thanks!
    Posted in: Requests / Ideas For Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29

    Not really much that can be done about this. TE doesn't use a fake player, so fixing this is extremely difficult. Way would need a way to check if it is an autonomous activator and have it not effect players. This is harder then it sounds, I assure you.

    I assumed TE used the fakeplayer [CoFH]. I know when I use an auto activator against a leech chest from Witchery and try to grab the taglock, it tells me [CoFH] is not online. But, if that's the case, I'm confident Way will figure something out. A lot has already been done to make this mod pretty balanced and hard to exploit, while still allowing it to be integrated with other mods (such as forcing dislocation rune usage even on things like Ender IO fluid conduits.)
    Posted in: Minecraft Mods
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    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!
    I would like to recommend adding a digital miner blacklist config. Certain blocks, when mined with the digital miner, could cause issues. For example, using the digital miner to collect a certain new block from a certain mod (won't reveal specifics here) causes duping. It's not a very common block, but it is also a very unusual block. Basically lets the player mine the block, place it back down, mine it again, rinse and repeat for infinite of that item. (The output from the miner is greater than what it's actually taking in.)
    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Just FYI, there's a gamebreaker with Thermal Expansion. Players can place a blood orb in the autonomous activator next to an altar for, well... infinite LP. No health loss on the player or anything. Just straight up free LP fed to the altar.
    Posted in: Minecraft Mods
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    posted a message on Balanced Exchange (by Brad16840)
    Quote from Brad16840»

    Alright, I've updated Balanced Exchange. It should be fixed now (version 3.0.1)

    Awesome! That was quick. It seemed to have fixed the issue. Thanks.
    Posted in: Minecraft Mods
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    posted a message on Balanced Exchange (by Brad16840)
    Using forge 1217 (Cauldron 1217, actually), BE 3.0.0, and I'm getting this error, preventing the server from starting:



    http://pastebin.com/ndAxt4jP
    Posted in: Minecraft Mods
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    posted a message on Legobear154's Mods - MyTown, aPerf, and ForgePerms
    Quote from Tanisdk»
    Hello everyone. I certainly hope this thread is still active, as i'm thoroughly confused when it comes to the installation of MyTown.

    First off, i have just setup an FTB Monster server (no extra mods/plugins), which is working great, and these are the files i installed on my server to get MyTown working:

    • MyTown Beta 6 (dropped in mods folder)
    • MyTownLib (dropped in mods folder)
    • ForgePerms Beta (dropped in mods folder)
    That being done, the following questions emerge:

    • What is the difference between 'ForgePerms Beta', and 'ForgePerms WithoutPEX Beta' ?
    • ^ I'm not sure which one to choose. I'm using 'ForgePerms Beta' now, and i noticed a permissions.yml was created inside the 'configs' folder. I assume this file was created by 'ForgePerms Beta' ?
    • Do i need some sort of permissions mod/plugin for setting up groups, or can i just use the file permissions.yml inside the 'configs' folder?
    Basically i need to know if the files i've uploaded are the correct files, and whether or not i need something else in order for it to work properly, like the Bridge thingy.

    I'm also wondering how to get MyTownEcon working. Drop the file in the mods folder, and then what? Get an economy mod that works with FTB Monster/Forge?

    First of all, I'm assuming you are on a 1.6 server and not 1.7. This version of MyTown won't work on 1.7+, and MyTown2 is being developed for 1.7+ currently.

    With that, my question is what are you using for permissions? I know it's a tad confusing, but no matter what permission plugin you are using, you MUST use ForgePerms WithoutPEX. The reason for this is that the ForgePerms mod hooks into the Forge version of PEX (yes, it does exist), whereas the WithoutPEX version hooks into the ForgePerms Bridge, which then hooks into any permissions PLUGIN you use, including PEX for Bukkit.

    So, to be clear, if you are using a Bukkit permission PLUGIN, and not a permission MOD, use WithoutPEX.

    As for MyTownEcon, it's not useful anymore. Development for it appears to have been dropped long ago. I tried contacting the dev multiple times, and there is no movement on the plugin. It's also broken in its current state, which doesn't help. My recommendation is to delete it and don't use it.

    With that being said, MyTown does allow you to hook into Vault using the Bridge plugin. Just make sure your config for MyTown is set so the economy is on, that your prices for towns, claims, etc is set to the numerical amount you want for your econ (set the item type to 1), then ensure economy is set to true in the bridge plugin config.

    That should do it.
    Posted in: Minecraft Mods
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    posted a message on Thaumic Tinkerer (Thaumcraft Addon) - Evolve Knowledge
    Hello, i have a server 1.7.2 on cauldron and the spell "Dislocation" ignore all protection off my plugins, can you resolve it?

    You can't expect plugins and mods to work flawlessly together. Protection plugins were created against the CraftBukkit API, an API that was meant only for Vanilla Minecraft. Forge introduces new ways items and events work. When mods call on these Forge specific events, plugins can't capture/stop them because it's not the same API.

    There's nothing a plugin developer nor a mod developer can do to make protection plugins guard against Forge specific mod events. Even if mod developers could make their mods work better with plugins, you can't honestly expect them to actually do so because CB and Forge don't mix. Cauldron is only there to make plugins work on Forge, but you can't expect anymore than that. You need to use a Forge based protection mod such as MyTown2 or a yet-to-be-developed Forge based WorldGuard built on the new Sponge API.

    TL;DR plugins aren't designed to be compatible with modpacks, nor will they ever.
    Posted in: Minecraft Mods
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